4 | 8 | 9 | 10 |
2 | 3 | 5 | 7 |
1 | 11 | 12 | 13 |
6 | 14 | 16 |
15 | 17 | 18 |
Mirana is basically a bunch of fun. Mobile and deadly; one of if not the best ganker/roamer character in Dota 2. Her leap move and skill shot Sacred Arrow; shes also a difficult character to master whose effectiveness is really felt through practice.
Positioning and timing are everything. When executed properly with good team co-ordination the opposition drop fast
Her abilities can completely blow away an unprepared enemy team. (Be it with a whacky Dagon build =])
-
Leap makes her hard to follow and is an amazing initiation tool providing 16% attack and movement speed to you and nearby allies or illusions (Manta Style).
-Sacred Arrow is a massive stun and nuke (particularly early in the game), a well placed arrow makes for excellent initiation. The recent patch [4/6/13] buffing Mirana's Sacred Arrow gives an idea of what shes all about, her arrow gaining extra damage the further its traveled. Knowing where and when to use an arrow may take a while to get down, similarly to Hooking with Pudge.
-Starstorm is Mirana's bread and butter for farming creeps and synergises well with her other abilities, a second burst of dmg going to the closest unit withing a very small radius.
Ie. Arrow > Leap > Starstorm
-Her Ulti, Moonlight shadow, while easily countered when used obviously can be very powerfull for ganks and teamfights. Whole team invis being a remarkable form of initiation or escape, or even in the middle of a teamfight so your team can control who they target. It acts also to conceal other hero while they dish out a ton of damage.
Ie. Luna's Eclipse or Crystal Maidens Freezing Field
Remember!
Mirana is a Hero that needs good communication with your team; stunning targets, initiation and well, general co-ordination all need you to voice your intentions in order to work their best. Mirana often plays a leader role on a team.
Situationals
Pro(s)
-Great escape and roam potential
-Awesome stun and skill combo
-Very useful ultimate (initiate/escape)
-Decent farming spell in Starstorm
-Ideally farm should be coming largely from
hero kills - harder carries on the team get
their space
-Fun
Con(s)
-Shutdownable.
-Requires practice
-Fragile when cornered
-Can be countered
-Shutdownable.
Consideration
When picking Mirana remember your:
Enemies-
Zeus... that true sight reveal passive seriously messes with your ulti
Puck... when played well puck is very hard to lockdown and dmg
Silencer... Silencer is just annoying. He stops your escape, deals a bunch of harassment in lane and can counter-initiate the hell out of you
Pudge... As you don't want to get close to pudge lvl 6+
Friends!-
Initiators/Gankers who will love the invisibility your ult grants
Particularly: Spirit Breaker, Magnus
Heros with high Dmg/Channeling Ultimates-
Particularly: Luna, Crystal Maiden, Sand King
Harder Carrys! As you should be getting a lot of your farm from hero kills harder carrys will enjoy the space to farm up and secure potential late game.
Heroes that you can counter well-
Those with guaranteed positioning
Ie- Crystal Maiden (casting Ultimate), Spirit Breaker (Charging and Ultimate), Natures Prophet (hit him in the trees while Tp-ing)
Squishy Heroes/ Heroes whose ultimates get ruined by Linkens
Ie- Lion, Batrider, Lina, Doom, Spirit Breaker
Special Mention:
Spirit Breaker is easily dealt with, as he charges in a straight line hes just asking to get Arrowed in the face. Linkens prevents him from charging you and if he does between cooldowns then you can just arrow him and laugh when he wastes his ulti on your freshly off cooldown linkens or is unable to as he can only proc it with his Charge of Darkness or his Ultimate
Basically my build is aimed at synergising with Miranas natural strengths; being:
-Roaming
-1v1 Ganks
-Initiation and control
-Carrying
-Being hard to kill.
The idea being that building Treads and Aquila should give you enough right click dmg and regen to roam a little near the end of the laning phase and take advantage of the early dmg that comes out of her skills. With this getting your void stone gets you on the way to Linkens and helps keep you out in the field as mana regen should be your main issue, it also allows you to throw a few Starstorms out and not risk running out of mana; you need that for killing.
The Linkens Rush was demonstrated in the TI3 East Qualifiers:
MiTH.Trust vs Rising Stars (Game 2)
That Linkens will make you hell-annoying as not all characters can chase mirana down the likelihood of your Linkens coming off cooldown mid chase is high and chance of spells secondary to the spellblock proc getting you is low. It also completely ruins characters like:
-
Spirit Breaker (Special Mention: Unchargable, always nice to hear it pop before they've cottoned on [which in turn is very bad for SB as like you he needs to be out making plays and not waiting on cooldowns])
-Earthshaker
-Lion, Lina, Lich
-Etc
There should always be something to do. Time wasted on returning to the fountain is time lost. While other builds might have you farm a straight up right click dmg item first such as Yasha > Manta, Deso or Defusal; the idea of this build is to keep you out there. Keeping you fueled. Hopefully you have a lvl advantage from successful gank'n, early linkens secures your place in the game, you need to use your nukes early when they hit the hardest, all goes well you then start to build into agility, i recommend Yasha > Deso/Diffusal > Manta... Simply so your manta illusions wont be shooting blanks and have an attack modifier to be multiplied.
If you start getting targeted and Linkens Isnt enough, dont hesitate to go BKB. The stregth buff from it is always handy
Ok and for late game carrying
Butterfly would be your first pick, the agi gain and evasion being tremendous
MKB if they have a butterfly and you cant be bothered missing
Abysal if they have MKB and you wanna out stun them, the actives ability to go through BKB is simply OP
-Shadow Blade: Ties in well with a Linkens rush build, the active time of sb allows for linkens to come off cooldown. And repeat. Making you hard to catch on the retreat.
With skilling Mirana - it's very important to take into account how you team is playing and performing.
Ie. Get your ult earlier if it would prevent your team mates dying.
Ideally you want be be able to get the most out of your nukes early and by the time you skill Moonlight Shadow your team will be just starting to group up
Also with regards to Sacred Arrow; the build preferentially skills it assuming you'll get the most out of it. Newer Mirana player may prefer to get more out of Starstorm earlier. However as Sacred Arrow has a set mana cost it is the most efficent dmg skill to lvl early. Up to you.
Practice and learn to make the most of the early game;
getting shutdown early is your greatest fear!
Make the snowball roll.
Thankyou for reading!
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